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Prepare for public release
- README, LICENSE (MIT for the port layer), NOTICE, CONTRIBUTING. - Restructure docs: internals.md, porting-notes.md, dev-process.md + dev/agentic-development.md (the research write-up), dev/ (raw record). - Replace decomp status-badge CI with a PC-port validate workflow. - Remove session/agent scaffolding and stale planning docs from the tree. - Add .gitattributes (normalize line endings to LF); add screenshots. The pre-2026-08 history is the GoldenEye 007 decompilation by Larry Ficken (KholdFuzion) and contributors, preserved unchanged. The PC-port work from 2026-08-17 on is mine.
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# How this port is developed
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Most of this port's work is not writing code — it is **diagnosis**: figuring
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out which N64 hardware or ABI behaviour a piece of unmodified game code is
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silently relying on, and satisfying it in the `port/` layer without touching
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the game's logic. A lot of that diagnosis is done with LLM coding agents, and
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the workflow below is what makes that productive rather than chaotic.
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For the project context — the two-model split, the timeline, and an honest
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assessment of what did and did not work — see
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[`dev/agentic-development.md`](dev/agentic-development.md).
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It is adapted from Chris Lewis's write-up
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[*"Decompiling a Nintendo 64 Game in 84 Days"*](https://blog.chrislewis.au/decompiling-a-nintendo-64-game-in-84-days/)
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(Snowboard Kids, 2026), an AI-assisted decompilation that ran several times
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faster than its predecessor. That project bit-matches compiler output;
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this one matches runtime behaviour, so the mechanics differ — but the
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project-structure lessons carry over directly.
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## 1. Every investigation task gets a visible budget
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An open-ended tool — for them the permuter, for us "rebuild and run the game
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and stare at a frame dump" — wrecks throughput when an agent will grind it
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indefinitely. Giving the agent a **deadline it can see** lets it trade
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tool-time against thinking and decide when to give up.
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So every investigation brief states:
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- a **budget** — "≤ N build → run → inspect cycles" or "~M minutes"; and
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- the **fallback on expiry**: stop, revert any temporary probes, and write up
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what was found with an explicit confidence rating. A good write-up of a
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half-solved bug is a deliverable, not a failure.
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The budget scales with the project's maturity. Early bugs are cheap (one-line
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truncations, off-by-ones) and get a tight cap; once those are gone the
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survivors are structural (matrix handedness, serialization formats) and get
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more room.
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## 2. A shared, append-only learnings file
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Lewis's agents recorded generalisable IDO quirks in a learnings file; later
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agents read it and did better. Our equivalent is
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[`porting-notes.md`](porting-notes.md) — the recurring N64->PC bug classes,
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one screen, each entry an index into the full [`dev/findings.md`](dev/findings.md)
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log. Every investigation brief links it, and every investigation ends by
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appending any new generalisable quirk.
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The classes it currently tracks:
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- pointer-width struct growth (32->64) in ROM-serialized or pun-allocated
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structs — the dominant class;
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- 16-byte host `Gfx`/`Vtx` vs 8-byte N64 — reservation and copy sizing;
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- big-endian rodata read on a little-endian host: `f32` word-pairs, header
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offset tables, packed bitfields;
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- N64 hardware idioms the software RSP does not emulate (fill-rect Z clear,
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LOD/detail tiles, segment-address folds);
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- whole serialized formats are converted by an **offline sidecar** rather than
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patched at runtime.
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## 3. Parallelise by file, consolidate often
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Lewis ran multiple git worktrees and found the real cost was
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*synchronisation*. For parallel investigation agents the same rule applies:
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- **Partition tracks by the files they will touch**, so patches never collide.
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A task that can't be cleanly file-partitioned shouldn't be parallelised.
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- Each agent reverts its own temporary probes before reporting, leaving only
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committed, env-gated, capped diagnostics — and never touches another track's
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uncommitted edits.
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- One integrator merges each track with its write-up, then the next round
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starts from a clean tree. Investigation branches are not allowed to drift.
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## 4. Spend the cheap automated pass before spending agent time
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Before dispatching an investigation agent:
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- confirm the build is green and the link is clean;
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- run the existing env-gated probes for the area and attach their output;
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- capture a baseline frame dump;
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- grep the finding log for a prior instance of the same bug class;
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- check the [Perfect Dark port](https://github.com/fgsfdsfgs/perfect_dark) for
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the analogous code — same engine family.
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Then hand the agent the *findings*, not just the problem.
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## 5. What does not transfer from the decomp workflow
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- **The match-percentage loop.** This port doesn't bit-match. "Done" is: no
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fault, and visually correct against N64 reference footage.
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- **"Understanding the function is the easy part."** True when decompiling;
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inverted here — the hard part is identifying the implicit hardware/ABI
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contract the already-readable C depends on.
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## Investigation-brief template
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```
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TASK: <one bug, one subsystem>.
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READ FIRST: docs/porting-notes.md; docs/dev/findings.md <specific Dxx entries>.
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FILES YOU MAY TOUCH: <disjoint from any other in-flight work>.
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KNOWN-GOOD / RULED OUT: <list — do not re-investigate>.
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PRE-FLIGHT ATTACHED: <probe output, baseline capture, PD-port pointer>.
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BUDGET: <N build->run cycles / ~M min>. On expiry: revert probes, write up with confidence.
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CONSTRAINTS: no game-logic changes; ABI/layout/format only; #ifdef PORT; documented in the finding log.
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REPORT: (a) root cause + file:line evidence (b) fix diff, or why not
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(c) probes left in tree (d) confidence.
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Append any generalisable quirk to docs/porting-notes.md.
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```
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